pub struct Skeleton<const N: usize> {
pub bones: Vec<Bone, N>,
}Expand description
A hierarchical skeleton with bones.
The generic parameter N specifies the maximum number of bones.
Fields§
§bones: Vec<Bone, N>Implementations§
Source§impl<const N: usize> Skeleton<N>
impl<const N: usize> Skeleton<N>
Sourcepub fn add_bone(
&mut self,
bone: Bone,
parent: Option<BoneId>,
) -> Result<BoneId, ()>
pub fn add_bone( &mut self, bone: Bone, parent: Option<BoneId>, ) -> Result<BoneId, ()>
Add a bone to the skeleton.
Returns the bone ID on success, or an error if the skeleton is full.
Sourcepub fn get_bone_mut(&mut self, id: BoneId) -> Option<&mut Bone>
pub fn get_bone_mut(&mut self, id: BoneId) -> Option<&mut Bone>
Get a mutable reference to a bone by ID.
Sourcepub fn update_transforms(&mut self)
pub fn update_transforms(&mut self)
Update world transforms for all bones based on hierarchy.
Must be called after modifying any bone transforms and before skinning.
Sourcepub fn compute_inverse_bind_poses(&mut self)
pub fn compute_inverse_bind_poses(&mut self)
Compute inverse bind pose matrices for all bones.
Should be called once after setting up the skeleton in its bind pose.
Sourcepub fn get_skinning_matrix(&self, bone_id: BoneId) -> Matrix4<f32>
pub fn get_skinning_matrix(&self, bone_id: BoneId) -> Matrix4<f32>
Get the skinning matrix for a bone (world_transform * inverse_bind_pose).
Trait Implementations§
Auto Trait Implementations§
impl<const N: usize> Freeze for Skeleton<N>
impl<const N: usize> RefUnwindSafe for Skeleton<N>
impl<const N: usize> Send for Skeleton<N>
impl<const N: usize> Sync for Skeleton<N>
impl<const N: usize> Unpin for Skeleton<N>
impl<const N: usize> UnsafeUnpin for Skeleton<N>
impl<const N: usize> UnwindSafe for Skeleton<N>
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